138 lines
8.6 KiB
Plaintext
138 lines
8.6 KiB
Plaintext
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SWORD OF ARAGON
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Strategic Simulations, Inc. (SSI) has long been famous for wargames like
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KAMPFGRUPPE and BATTLES OF NAPOLEON. And SSI is also renowned for its fantasy
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CRPGs, from QUESTRON and PHANTASIE to the more recent POOL OF RADIANCE and AZURE
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BONDS. So, perhaps it was inevitable that one day SSI would blend the two forms
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and publish a fantasy wargame. SWORD OF ARAGON mixes the strategy and combat of
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a wargame with the monsters and magic of a fantasy game to create a challenging
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combination. The IBM-PC version is the basis of this review; Amiga version notes
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follow.
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In some ways, SWORD OF ARAGON is a traditional fantasy RPG. The game begins
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with the death of the ruler of the city-state of Aladda. As his child, you
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assume his goal of restoring the glory of the old Empire to the land of Aragon.
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To do this, you must find the Sceptre, Crown, and Amulet that belonged to the
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ancient Emperors. During the game, you encounter minotaurs, trolls, a dragon,
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elves, dwarves, and literally thousands of orcs. Some characters volunteer to
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join you in your quest, but if you are short-handed, you can hire additional
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characters as mercenaries.
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There are five different character classes: Warrior, Knight, Ranger, Priest and
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Mage. Mages, Priests, and Rangers are spellcasters, while Warriors and Knights
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specialize in combat. As in traditional fantasy RPGs, a character's combat and
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magic skills increase with experience.
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Aside from these elements, though, SWORD is essentially a wargame. The goal of
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the game is to unify all the cities on the game map through conquest or treaty.
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To win, you must develop your armies and cities as well as your characters.
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Cities provide both tax revenue and fortresses for your armies. Each turn you
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may choose to develop the various industries in your cities. This costs money,
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but it increases your tax revenue in the months to come. Between turns, a
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variety of political and economic news appears on the screen, and you must
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occasionally make political decisions such as whether to enter into an alliance,
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or whether to execute a prisoner. These aspects of the game are easily mastered
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after a few turns.
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Managing your armies, however, is not so simple. There are five different types
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of armies: infantry, mounted infantry, bowmen, mounted bowmen, and cavalry. Each
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unit's skill progresses with more experience, and certain forms of equipment are
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only available at higher levels. For example, an infantry unit may use plate
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mail only if the soldiers are experience level three or above. All army units
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cost money to create, equip, train, and maintain. The trick is to have an army
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that is both large enough and experienced enough to be effective in battle
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without going bankrupt.
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Actual combat is handled well. When a battle begins, the display changes from
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the strategic map of Aragon to a magnified tactical map of the area. There you
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control your individual characters and units. To succeed in combat you must take
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into account the terrain as well as the speed, stamina, and morale of your men.
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If they are badly battered or frightened, your units may ignore your commands
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and retreat, ruining your carefully laid plans. During a combat turn, you have
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the option of running the show yourself, or of turning control of your units
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over to the computer. Major battles may take more than an hour to win, but
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unfortunately there is no way to save a game during a battle. Be prepared for a
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long session when attacking major cities.
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The most difficult part of SWORD OF ARAGON is attacking an enemy city. The key
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here is the strategic use of your "artillery" (bowmen and spellcasters) to
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soften up the interior of the city before launching an assault with infantry.
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Not all cities need to be conquered by force, however. Some of them may choose
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to become your vassals by sending money to you as tribute every turn. Other
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cities may join with you as allies, sending computer-controlled troops to assist
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you in major battles. The combination of tactical battles with economic and
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political elements keeps SWORD interesting. If you become tired of attacking
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cities, you can spend a few turns developing your armies and cities instead.
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The game's EGA graphics are crisp and above average for a wargame. Each unit is
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represented with its equipment, e.g., infantry units are shown holding little
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swords, halberds, pikes, etc. Most of the small icons are quite effective,
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although mages in their robes look more like Barney Rubble in his caveman gear
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than fearsome wizards! As with most wargames, the game commands are difficult to
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learn at first, but become familiar after a few battles. The game can be played
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with either a mouse or the keyboard, and has no on-disk copy protection.
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Instead, manual-based copy protection is used.
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My only problem with SWORD OF ARAGON is the manual. A large amount of important
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information is either glossed over or just plain missing. For example, there are
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no tables showing which equipment combinations are possible for a given type of
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unit. Instead there is this suggestion: "Experiment with various armor and
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weapon combinations to discover which weapon types work together." Not very
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helpful, considering there are over 100 conceivable equipment combinations for
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infantry alone! The Charge and Overrun options are barely mentioned in the
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manual, and the rules for firing missile weapons over different types of terrain
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are not mentioned at all. Also missing from the manual is an index, which a game
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with as many features as SWORD requires. All of this makes SWORD harder to play
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than it should be.
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Nevertheless, SWORD OF ARAGON is the perfect game for those who enjoy _both_
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RPGs and wargames. Players who prize fantasy RPGs for their mapping, puzzles, or
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storytelling, will find those elements missing from SWORD. And wargamers who
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have never played a fantasy RPG may find a campaign that requires slaying
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dragons and casting spells a bit odd. But for those who appreciate, for example,
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both POOL OF RADIANCE _and_ EMPIRE, SWORD OF ARAGON is a treat.
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AMIGA VERSION NOTES
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I should state right off that I am not much of a wargamer. I have played some
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of SSI's games, and found them well-presented, intellectually challenging, and
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quite realistic. And I have become bored with most of them after a few hours.
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Now, SWORD OF ARAGON may be the perfect game for those who enjoy _both_ RPGs and
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wargames (as the main review states), but I did not find it so. For those whose
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interests (like mine) lie primarily in RPGs, it leaves a great deal to be
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desired. I found the game ponderous, difficult to follow, and totally lacking in
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all the elements I seek in an RPG. Nor can I believe that a gamer whose focus is
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on war simulation would find this game the least bit palatable. Even as a war
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game, I found it unbearably tedious. Manipulation of armed forces and
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spellcasters takes forever, and the interface is leaden. Without a storyline to
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keep the plot moving, the game becomes a series of repetitive moves, with few
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clear goals in sight. I became frustrated with SWORD OF ARAGON in less than an
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hour, and probably would've stopped playing if I were not reviewing the game for
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this audience.
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The IBM reviewer found fault with the manual, and says that a large amount of
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important information is either glossed over or just plain missing. That is only
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half the problem. The manual is so badly organized that the player is left to
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flounder through the various sections in hope of stumbling over the part of the
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game he or she seeks to address. If the game is geared toward those RPG'er who
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are looking for something a bit more strategic, the manual should have each step
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in the turn process set forth in one place so that those unfamiliar with the
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conventions of wargaming simulations can have at least a (pardon the pun)
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fighting chance.
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The game makes little use of the Amiga's graphics and sound capabilities; some
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sound effects are ported intact from the TSR games, I noted with some amusement.
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The overall graphics level is not much better than you would expect from a
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Commodore 64 game. As with the IBM version, the game can be played using either
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a mouse or the keyboard (I would recommend the latter), has no on-disk copy
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protection, and is installable on a hard drive. The copy protection scheme
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requires reference to a poster, and from there, to the manual. This two-part
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keyword system is typical of the overall approach of the game: It constantly
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makes things more difficult than they have to be.
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SWORD OF ARAGON is published by Strategic Simulations, Inc. and distributed by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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